I will be very hyped for the final release of Starbow on NA tonight!
Thank you once again for your work,
A fan
Forum Index > SC2 Maps & Custom Games |
isaachukfan
Canada785 Posts
I will be very hyped for the final release of Starbow on NA tonight! Thank you once again for your work, A fan | ||
Fuchsteufelswild
Australia2028 Posts
JohnnyZerg, I'm a bit confused as to why you're bringing up Brood War damage types (I can't see who you're responding to). Starbow is currently balanced around using Light, Armoured and (what would be) 'medium' (which is just when something is neither light nor armoured).. Changing back to BW measure could mess it up. I think that's what you are saying but I didn't see anyone suggest we use normal BW measures. | ||
Xiphias
Norway2223 Posts
On January 22 2013 06:01 Doominator10 wrote: Yo Xiphias, Plz straighten up the stream lag. Some of the big battles get big lag, and it really is not appealing. Your youtube seems just a tad bit less laggy. I'll look into it, just playing around for now. Not quite sure what all the technical stuff do. | ||
Azelja
Japan762 Posts
And also: In the PvP against Gossen, I didn't pull my observer back, I accidentally killed it and had to pull another one up to the frontline ^^ | ||
Chronopolis
Canada1484 Posts
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Kabel
Sweden1746 Posts
Sorry for the delay | ||
Azelja
Japan762 Posts
A TvZ that sparked some discussions about balance of a certain spell: http://drop.sc/297444 A long-ass TvP on Andromeda: http://drop.sc/297443 A short and somewhat action-packed PvP (that nobody's gonna check out cuz it's a PvP): http://drop.sc/297445 And finally a ZvP demonstrating that - well, for spoiler's sake - things can happen if other things don't happen (genius): http://drop.sc/297446 | ||
Fuchsteufelswild
Australia2028 Posts
*Chants* THIRTY! THIRTY! THIRTY! Stim Packs are also down to only 30% increased ROF :O DEAR KABEL... at most, don't you think increasing the cooldown by 50% (making them fire at only 66.7% of the speed, AKA -33.3% attack rate) would be enough? The new version of Transfusion (Nurturing Swarm) sounds, looks and is fantastic! General appreciation for any other graphic and audio changes except that I'm not so keen on the new Hydralisk Acidic Spines sound effect. It's a bit too loud and I think it sounds a little like an annoyed Gremlin or Goblin grunting in its little voice. Perhaps try a slightly more windy sound maybe, or this but slightly higher pitched and softer in volume? Do Medics' Matrix ability have two uses in total, or can you cast more again if the medic stays alive and the other ones run out/the affected units die? If the latter, have you checked to make sure that you do get uses back if they die? | ||
Doominator10
United States515 Posts
http://www.teamliquid.net/forum/viewmessage.php?topic_id=394342 | ||
Xiphias
Norway2223 Posts
On January 22 2013 05:58 Laertes wrote: http://www.twitch.tv/Guavaguy30 Could not hear your voice (but I'm sure ur aware of that by now.) Fun casting with you, should have let you say more, sorry about that.... too used to casting alone I guess, it will get better. We'll have to do some dual casting in the future if your up forrit. I'll even learn how to pronounce some names right ![]() | ||
Azelja
Japan762 Posts
On January 22 2013 16:06 Xiphias wrote: I'll even learn how to pronounce some names right ![]() Yeah, right xDDD | ||
Roblin
Sweden948 Posts
disclaimer: I don't know if others have already done similar things, but this will be something like a gallery of ideas that can be executed in starbow as zerg, the intent is for new players to be able to look up a build they want to execute and thus be able to quickly get a feel for how the game works, without having to learn everything for themselves. Also, since literally noone knows how the game works, what timings to be careful of and what to scout for, this will hopefully give zergs some kind of unity in how they play and thus be a start of a metagame. furthermore the buildorders presented in this post was made using very few testgames and can probably be improved a lot, especially since none of them accounts for the possibility of being attacked early. I encourage anyone that finds better buildorders/strategies than these to show them to the community, so that older sub-optimal strategies can be weeded out and/or modified. I won't do protoss or terran because IM A BIASED ZERG MWOHAHAHAHA!... in all seriousness though, its just because I dont feel like off-racing even for testing purposes. Lurker Contain + Show Spoiler + Premise: get some lurkers quickly, plant them in front of the enemy base to siege or contain the enemy while expanding and/or teching behind it. Build order: (not optimal, but pretty good, can be improved) 9-ovy 12-hatch 15-gas 15-pool 15-ovy 19-lair 19-queen 21-hydra den 20-gas 25-ovy 25-ovy x-lurker den x-hydras x-ovies as needed x-hydra range upgrade x-lurkers comments: the second gas does not need 3 workers, though 2 is recommended if you want plenty of hydra support, if there is no gas on natural you can use exclusively zerglings as support to make sure you have enough gas for lurkers. You will want to get some hydras as support and an overseer or at least an overlord at the front for high-ground vision, if you get overseer then an enemy protoss cannot use darktemplar to get out and you will have a much easier time against robo-openings that decided to get an observer (your hydras are there as observer-repellants, can also be done by scourge though I have not made any buildorder for that) in the replay the timing push hits at 8:30 with 3 lurkers and 10 hydras with more hydras coming. Replay: http://drop.sc/297618 in the replay I forgot to put workers in my second gas until pretty late, this affected how many lurkers I was able to build but not how early the attack hit. Baneling Bust + Show Spoiler + Premise: get enough banelings to make a hole in walls and hopefully damage some static defense if present, then runby with a huge swell of speedlings. Build order: (not optimal, but pretty good, can be improved) 9-ovy 12-hatch 13-gas (2 workers) 12-pool 14-ovy 14-queen 16-queen 18-zergling speed 18-baneling nest 17-ovy x-zerglings x-banelings Comments: starbow gives very powerful defenders advantage and this might not be viable due to a variety of reasons. in the replay the timing hits at 6:30 with 8 banelings and 30ish speedlings Replay: http://drop.sc/297622 Muta Rush + Show Spoiler + Premise: get enough mutas to keep the enemy defensive, then do whatever you want behind it, such as upgrading, expanding or just building army. Build order: (not optimal, but pretty good, can be improved) 9-ovy 12-hatch 13-gas 12-pool 15-ovy 15-lair 19-gas lair finished-spire x-ovies in preparation of mutas spire finished-air attacks x-mutas Comments: no comments, this is very similar to the WoL version of the same strategy. 6 mutas pop out at 8:00, and you have plenty of gas and minerals to make more. Replay: http://drop.sc/297628 Burrowed Push + Show Spoiler + Premise: a wide variety of zerg ground units can move while burrowed in starbow, how about we exploit this with a timing attack centered around burrowed-moving EVERYTHING! Build order: (not optimal, but pretty good, can be improved) 9-ovy 12-hatch 13-gas 12-pool 15-ovy 15-lair 18-queen 20-zergling speed 20-hydra den 25-ovy 25-queen 27-burrow research 27-hydra range x-ovies as needed x-zergling x-hydra Comments: my variant is done using more hydras than zerglings (by larvae usage), though im sure it can be adapted for either more hydra or zergling focused play. It feels pretty weak and slow, getting only 12 rangehydras 14 speedlings with burrow at 9:30. I guess the burrow-move will have to be abused pretty heavily to make it worth it. Replay: http://drop.sc/297630 Sauron Zerg (Mass Hydra/Ling Midgame) + Show Spoiler + Premise: overwhelm the enemy in massive numbers. Build order: 9-ovy 12-hatch 13-gas 12/13-pool 15-ovy start with that opening, possibly delaying gas if you wish, then start powering economy while getting the basic tech as well as 3 evo chambers, get the zergling speed, hydra speed, hydra range, ranged attack upgrade, melee attack upgrade and ground carapace upgrades before you get lair, you get lair for the sake of being able to upgrade attack and armor further. when you have 3 mining bases + 1 macro hatchery, preferably all with a queen, start churning out units, at this time in the game you should be very aggressive and try to trade units with the opponent whenever possible. remember to continue expanding since your main will run out of money at some point, and it will be easy to miss that it does. Comments: the main problem in this strategy is the larvae, it is very important to continously macro and this strategy will definitely challange your multi-tasking. this style can also be combined with lurker-drops, zergling drops, hydra drops etc. and dont forget to upgrade! you are looking to extend the midgame (and thus stay on the same army composition) a lot, so upgrading your army will be more important than ever. Replay: http://drop.sc/297635 Hive Rush + Show Spoiler + Premise: get to your playground, the hive, then smash some enemy face with high-tier units. Build order: unfortunately I do not know how to present a good build-order since what buildings you choose to build and when will be affected by what you intend to do once you reach hive, which is too many things for me to bother covering all of them right now, so I leave this as a project that someone else can pick up and work on. Comments: zerg has some seriously badass units in hive-tech, swarm guardian and ultralisks come to mind, but dont forget the crackling and infestor which will be unlocked on the way to hive. and lastly I would like to point to the fact that every single strategy I have presented here opens 12-hatch, and often continues 13-gas 12-pool (I think 13-gas 13-pool is just as good or better most of the time, but I decided on 13/12 for some reason), I would strongly encourage more experimenting with pool-first builds, but as for the ones I have shown, I found that 12-hatch either makes the push much more powerful or a lot faster than opening pool first. in general I get the feeling that: 9-ovy 12-hatch 13-gas 12/13-pool 15-ovy Is an all-around good opening, by adding on a couple queens you get lots of larvae, you can regulate how much gas you get by having 2 or 3 in gas (2 is oftentimes enough, 1 is enough for very gas-light strategies) and if you want you can crank the economy into high gear pretty fast, I don't know how it fairs against an aggressive opponent though. p.s. none of these buildorders utilizes nurturing swarm to speed up tech-buildings, that could possibly be one improvement. Have a nice day. //Roblin | ||
GamanNo
Sweden63 Posts
![]() Great job Kabel and everyone who helped him! | ||
Kabel
Sweden1746 Posts
- All errors from yesterday have been fixed (Hopefully there are no more now :p ) - One of the maps in the map pool has been replaced since it didn´t work properly. See you online on EU in the chat channel Starbow! | ||
Big J
Austria16289 Posts
Also: great blue storm implementation. | ||
Xiphias
Norway2223 Posts
(I am going to bed) If you like what you see I'll finish it, hopefully by friday. Gimmi some of that feedback. I'll also try and learn how to pan and zoom within the editing program so each clip can be more epic. | ||
Azelja
Japan762 Posts
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Deleted User 97295
1137 Posts
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Meerel
Germany713 Posts
i like those replays so keep posting them pls. i realyl enjoy watching it. specially tvp with mech hehe | ||
Deleted User 97295
1137 Posts
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